Author Topic: C# Aurora Changes List  (Read 142558 times)

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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #180 on: December 08, 2019, 04:27:53 PM »
Launch Ready Ordnance

You can use the Launch Ready Ordnance order at any movement destination, including a waypoint. Any ordnance assigned to a missile launcher that is assigned to a fire control will be launched at that point. The fire control does not need to be set to 'fire'. The missile will be launched without an assigned target.

This is useful for deploying buoys or mines or just launching missiles without a known target.
 

Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #181 on: December 16, 2019, 11:33:47 AM »
Refit Size

The 'size difference' element of refit cost has changed for C# Aurora. In C#, the size difference acts as a modifier to the refit cost, rather than as a standalone cost.

In VB6 the size element cost is: ABS(Current HS - Refit HS) * 5.

For C# the size element cost is: (ABS(Current HS - Refit HS) / Current HS) * Refit Cost.

While this change is more realistic in general, it can lead to some weird situations where the refit cost from a large ship to a small ship is relatively low because the small ship is a version of the large ship with systems removed and no other changes. Therefore, C# adds a new restriction that you cannot refit to a design that is more than 20% smaller or 20% larger than the existing design. This also avoids cluttering the 'Refit from' dropdown when you have a lot of classes.

This change affects what can be built in shipyards. As in VB6, you can build the class for which the shipyard is tooled, or any other class to which the build class can be refitted for less than 20% of its cost. The new size restriction will prevent some classes from being eligible in this situation.
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #182 on: December 16, 2019, 12:23:31 PM »
Civilian Destinations

In VB6 Aurora, civilians will treat any population of less than 25m as an automatic destination. Once a population is above 25m, the player can choose whether the population is a destination for colonists, a source of colonists or neither.

For C#, the population level at which the player can intervene has changed to the lower of 10m or half the capacity of the system body. Since the jump point generation changes in the later versions of VB6, the universe is more 'stretched out', so populations are much slower to reach the 25m mark.

I've also changed the population at which all trade goods become available to 10m (it was 20m for five trade good types).

10m aligns with the point at which civilians will consider creating mining colonies in the same system.
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #183 on: December 18, 2019, 08:09:27 AM »
Multiple Window Instances

I'm not sure if I mentioned this anywhere so...

In C# Aurora, you can open multiple instances of each window except for the tactical map. So you can have multiple class windows, galactic map windows, fleet windows, etc.. Each time you click the Fleet window button (for example) another Fleet window opens.

This is useful for comparing classes for example. However, you can also drag and drop between two windows of the same type. For example, you could drag a ship from a fleet on one window and drop it on a fleet on a second window, or drag a ground unit from one Ground Forces windows under the hierarchy of an HQ on the second Ground Forces window.

Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #184 on: December 21, 2019, 06:20:26 AM »
Populations as Text

This change is purely to aid AARs.

The Economics window has two new buttons; 'Pop as Text' and 'All Pop as Text'. Pressing the first pops up a window with a text version of the population. The text lists population amount, shipyard capacity, maintenance capacity and the number of each installation present. This is intended for copying directly into an AAR. The text is already highlighted so you just press ctrl - c to copy it. An example is shown below.

The 'All Pop as Text' button does the same, but for all populations instead of just one. This 'press a button and copy' was how I did the 'State of the Imperium' section in my last campaign post. The populations will appear in the same order as the population tree on the left of the window. If you exclude civilian colonies from the tree, they will be excluded from the text as well.

Terra
Population: 1576.67m
Naval Shipyard Capacity: 489,622 tons
Commercial Shipyard Capacity: 2,520,000 tons
Maintenance Capacity: 666,000 tons
Research Facility: 48
Ground Force Construction Complex: 9
Construction Factory: 562
Ordnance Factory: 246
Fighter Factory: 100
Mine: 104
Automated Mine: 10
Fuel Refinery: 400
Maintenance Facility: 333
Financial Centre: 132
Deep Space Tracking Station: 9
Mass Driver: 1
Military Academy: 5
Naval Headquarters: 1
Spaceport: 1
Infrastructure: 30
Low Gravity Infrastructure: 100
« Last Edit: December 21, 2019, 07:08:14 AM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #185 on: December 21, 2019, 07:07:43 AM »
Delete Empty Colonies

With the new ground survey rules, I find I am creating colonies for the purpose of the survey and then being left with empty colonies scattered throughout the Imperium. I also have colonies that were created for various purposes but are now abandoned or never exploited.

Therefore, I have added the 'Delete Empty' button to the Economics window. This button will remove any colonies where all the following conditions are true.

There are no colonists
There are no installations
There are no abandoned installations
There are no ground forces at the colony
There is no ordnance stored at the colony
There are no components stored at the colony
There are no fleets orbiting the colony
There are no fleets with this colony as a destination
There is no ground survey potential
The colony is not exempt from deletion (see below)

A second button 'Empty Exempt' toggles a flag to prevent the colony from being deleted when the 'Delete Empty' button is pressed. The exempt status is noted on the colony summary. This is for those worlds that you do plan to exploit at some point, even though it currently meets the conditions for deletion.
 
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Re: C# Aurora Changes List
« Reply #186 on: December 21, 2019, 12:49:55 PM »
Fleet Distance and Time

When a fleet is given orders, the Naval Org window will show both the distance and time required for those orders, so you now know (for example) when vital Gallicite shipments will reach your home world. See at the top of the screenshot below.

There are a few other enhancement, such as military tonnage in the fleet (which helps with checking maintenance requirements) and total fleet cost.

 
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Re: C# Aurora Changes List
« Reply #187 on: December 26, 2019, 07:52:29 AM »
Fire Delay

The Fire Delay mechanic for inexperienced ships has changed for C#. The delay is about half that in VB6 and is on a bell curve. I decided to reduce the delay because it was never a major issue for long-range missile combat but it could be a very long time in energy range combat. The new mechanic reduces the delay overall and makes the maximum delay far less likely. Note that this is not the same as a jump delay, which remains the same.

A fire delay happens when a ship with less than 100% Fleet Training either opens fire or changes target. The formula is as follows:

Round ((1 - (Fleet Training Points / 500)) * (1 - Reaction Bonus) * Random(10) * Random(10) * 0.5)

For example, a ship with 20% fleet training (100 points) and a 10% reaction bonus would be: Round (0.8 * 0.9 * Random(10) * Random(10) * 0.5), which is anything from no delay to 36 seconds, with the likely outcomes in the middle of that range. 15-20 seconds for a relatively inexperienced ship is long enough to disrupt coordination in a close-range battle, but not so long it is crippling or difficult to accept in terms of reality. A ship with 100% fleet training will suffer no delay and ships with high percentages are more likely to have no delay.
 
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Re: C# Aurora Changes List
« Reply #188 on: December 26, 2019, 07:56:39 AM »
Fleets as Text

This is similar to the earlier 'Populations as Text' function. A new button on the Naval Organization window will open a window with a text version of the ships in the fleet. The text lists each ship class in the fleet with the names of each ship of that class alongside. For ships of 1000 tons or less, the number of ships is displayed, rather than the names. This is intended for copying directly into an AAR. The text is already highlighted so you just press ctrl - c to copy it. An example is shown below. I added the italics manually afterwards.

Expeditionary Fleet
Lunar III class Cruiser: Agrippa
Dictator II class Cruiser: Fortitude
Dominator class Cruiser: Ultima Praetor
Endeavour II class Light Cruiser: Endeavour, Sword of Voss
Dauntless IV class Light Cruiser: Divine Crusade, Guardian, Hammer of Truth, Vigilant
Vanguard III class Strike Cruiser: Angelic Blade, Dread Argent
Cobra III class Destroyer: Arbitrator, Omnis Arcanum
Firestorm IV class Frigate: Harrower, Just Persecution, Liberator
Sword III class Frigate: Achilles, Mariatus, Rapier
Falchion III class Jump Frigate: Scimitar
6x Thunderhawk II class Assault Transport:
16x Starhawk III class Bomber:
5x Aquila class Lander:
 
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Re: C# Aurora Changes List
« Reply #189 on: December 27, 2019, 02:56:52 PM »
Ground Combat Hostile Force Intelligence

I've already posted the rules regarding how you learn about the different classes of hostile ground units: http://aurora2.pentarch.org/index.php?topic=8495.msg116121;topicseen#msg116121

This post covers intelligence regarding the size and composition of the hostile force in a given ground combat zone. After each combat round, an update is provided on the estimated hostile force. The estimate becomes more accurate as time passes. For each type of hostile ground unit om the combat zone, the following process is used:

The Intel Error Range is 200 / Number of Combat Rounds.
Intel Error is 1 + (Random (Intel Error Range) / 100);
50% of the time, the actual number of alien units is multipled by the Intel Error and 50% of the time the actual number of alien units is divided by the Intel Error.

For example, if there are 1000 units of a particular alien class, the intelligence following the second combat round could indicate between 500 and 2000 units. After 10 combat rounds, the intelligence reporting range will be 833 to 1200 units.
 
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Re: C# Aurora Changes List
« Reply #190 on: January 02, 2020, 07:44:04 AM »
Civilian Movement Restrictions

A system can be flagged as 'Military Restricted' on the Miscellaneous tab of the Galactic Map. Once flagged, civilians will avoid the system. Civilians will also avoid any system flagged as alien-controlled.

A population can be flagged as 'Military Restricted' on the Civilian Economy tab of the Galactic Map. Once flagged, civilians will avoid the population.

When a system or population is flagged as restricted, any colony ships en route will be diverted to other destinations. Freighters en route will abandon their cargo and seek new trade runs. You will receive a popup warning on that basis before confirming the new status.

N.B In the past, I have been very reluctant to have restrictions on civilians, mainly because this would allow the players to effectively exercise direct control and consequently the civilians would just become an extension of the government. For example, using the above option, you could restrict every system except the one that you would like civilians to colonise. However, there are many ways to exploit Aurora if that was the goal of the player, so I've decided to leave it to players to role-play their preferred way of handling civilians.

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Re: C# Aurora Changes List
« Reply #191 on: January 04, 2020, 03:35:40 PM »
Point Defence Fire Control

VB6 has a restriction that each fire control can only engage a single target during point blank fire. I've removed that restriction for C#. Each weapon can still only engage a single salvo.

In VB6, missiles moved in descending order of speed. In C# that has changed to descending order of speed then by descending order of salvo size, so the largest salvos of the same type of missile will move first. Consequently, your point defence will engage the largest salvos first.

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Re: C# Aurora Changes List
« Reply #192 on: January 12, 2020, 10:05:46 AM »
Tractor Any Ship

I've added a new order to "Tractor Any Ship in Fleet". A tug with this order will tractor the largest ship in the target fleet, without you having to specify the ship.

This allows you to create an order cycle to move a group of space stations (terraformers, fuel harvesters, orbital miners, etc.) from one location to another without having to specify each ship individually. With the new space station rules in C# Aurora, this will happen a lot, so this new order is designed to protect my sanity :)

 

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